head to head
Neither is simply harder - they are hard in different places. Doom (1993) demands more variance; Quake demands more reads.

Execution · Pure Mechanics
A test of fast, precise shooting and map navigation against scripted but relentless enemies.

Execution · Pure Mechanics
The original twitch FPS - movement tech and rockets define skill.
Doom (1993) leans Execution (Pure Mechanics); Quake leans Execution (Pure Mechanics).
Quake leans a little harder on execution, though the gap is small.
Doom (1993)
Precise movement and shooting against relentless enemy pressure
Quake
Rocket aim and movement tech ceiling massive.
Quake leans clearly harder on reads.
Doom (1993)
Enemies follow scripted patrol and attack patterns, not adaptive
Quake
PvP duels involve real opponent modeling.
Doom (1993) leans clearly harder on variance.
Doom (1993)
Enemy placement is fixed but unknown on first run through levels
Quake
Item timing deterministic once learned.
Doom (1993) leans a little harder on optimization, though the gap is small.
Doom (1993)
Level routing and resource management determine survival efficiency
Quake
Map control and item routes solvable.
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.